Full Name |
Geera Erfle |
Race |
Grippli Alchemist 2 | AC23-T16-FF20 | HP 8/17 (1 NL) | F+6 R+7 W+1 (+2 vs. poison) | Init +3 Per +5 (Dark 60 ft.) | |
Classes/Levels |
Bomb: +6 (1d6+3 Fire) (2/7, DC 14) | Active conditions: shield, fighting defensively |
About Geera Erfle
Geera Erfle
Female grippli alchemist 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 149)
CN Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 17 (2d8+4)
Fort +6, Ref +7, Will +1; +2 bonus vs. poison
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Offense
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Speed 30 ft., climb 20 ft.
Melee cold iron dagger +2 (1d3/19-20) or
silver light mace +2 (1d4)
Ranged bomb +6 (1d6+3 Fire) or
light crossbow +5 (1d6/19-20)
Special Attacks bomb 7/day (1d6+3 fire, DC 14), poison
Alchemist Extracts Prepared (CL 2nd; concentration +5)
1st—adhesive spittle[ACG] (DC 14), comprehend languages, shield
Mutagen Prepared - Dexterity
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Statistics
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Str 11, Dex 16, Con 14, Int 17, Wis 10, Cha 7
Base Atk +1; CMB +0; CMD 13
Feats Extra Bombs[APG], Point-Blank Shot, Throw Anything
Traits student of philosophy, upstanding
Skills Bluff -2 (+3 to lie (as a result of using Int instead of Cha)), Climb +7, Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +4 (+9 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +9, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +5, Sense Motive +1, Spellcraft +7, Survival +4
Languages Boggard, Common, Grippli, Polyglot, Sylvan
SQ alchemy (alchemy crafting +2), discovery (precise bombs [3 squares]), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear potion of cure light wounds, wand of cure light wounds (43 charges), acid (6), alchemist's fire (7), antitoxin (6); Other Gear studded leather, cold iron dagger, crossbow bolts (10), light crossbow, silver light mace, cloak of resistance +1, alchemist starting formula book, alchemy crafting kit[APG], bombchucker, masterwork backpack[APG], masterwork thieves' tools, sack, sack, sack, sack, sack, sack, silk rope (50 ft.), tindertwig (17), trail rations, traveler's outfit, waterskin, wrist sheath, spring loaded (loaded with wand of CLW), 505 gp, 1 sp, 5 cp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (7/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poison: Weapon or skin - injury or contact (1/day, DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.